New godot-neovim extension: neovim right into Godot!

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Sugui
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New godot-neovim extension: neovim right into Godot!

Post by Sugui »

:godot:

So, as some of you probably know, Godot scripts can be edited right into the builtin editor, but an external editor can be set up too, so for example when you try to open a script from the Godot window, the script would open in the editor of your choice.

Since I'm so used to vi/vim bindings to write code, the builtin Godot editor was unusable for me. But at the same time, I find a bit cumbersome sometimes to have the Godot window for one side, and for another the window of my prefered text editor.

:blobcatrss: But I've just discovered this apparently new godot-neovim extension! https://godotengine.org/asset-library/asset/4668. Unlike other extensions that try to apply a set of limited keybindings to the builtin editor, this one actually integrates Neovim to use as a backend for the builtin editor.

I've tested it out a bit, and it seems to work surprisingly well. There are some minor details like, when opening a documentation page, you can't use vim keybindings there, but you can use traditional buttons (RePag, AvPag, Ctrl+w to close...) to keep using a keyboard workflow anyways. Also some ocassional bugs when navigating the code. But I hope the plugin will keep improving, since it seems actively maintained on GitHub https://github.com/shiena/godot-neovim

What are you thoughts on this? If you write your scripts in an external editor, would this extension make you think about writing your scripts in the Godot builtin editor? :nkoThink:
 

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celes
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Re: New godot-neovim extension: neovim right into Godot!

Post by celes »

That's nice! :hammyeyes:

This is one of my main pain points with Godot... All that time spent into maintaining an in-editor code editor just to get a worse experience and no vim mode u_u ... But this takes care of half of it, so: nice!

VSCodium support for godot is quite good with the LSP, and I get near-perfect vim "emulation" there using the VSCode Neovim extension, so I'm in no rush to change. I was able to configure it so that K brings up documentation C-j / C-k can be used to navigate most dropdown menus. My wrists would feel feel bit sad if I have to use the arrow keys.

But this looks useful! Especially for teaching. My students tend to be more comfortable with the built-in editor, so I end up using it in class as well since they get confuse with too much back-and-forth switching. And these days using the built-in editor is also a guarantee that they will not have "ai" "autocompletion" shoved down their throats. If you haven't tried, the microslop version of vscode now enables the copilot free tier by default, so... :akko_nope:
 

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Sugui
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Re: New godot-neovim extension: neovim right into Godot!

Post by Sugui »

But this looks useful! Especially for teaching. My students tend to be more comfortable with the built-in editor, so I end up using it in class as well since they get confuse with too much back-and-forth switching
Yeahh! It can be useful for you if you use the integrated editor while teaching. I mean if you do it for a lot of time, or you don't simply want to have a bad time using the "conventional bindings", it could be a nice addition. :bunhappy:
And these days using the built-in editor is also a guarantee that they will not have "ai" "autocompletion" shoved down their throats. If you haven't tried, the microslop version of vscode now enables the copilot free tier by default, so... :akko_nope:
I guess that as a teacher, is important to keep students far away from AI based coding assistants :pensivepumpkin: , and let them think and learn to program.

There is a thing I didn't mentioned earlier, which is that, unless you are using GDScript, the extension won't be very usefull... Afaik, Godot doesn't have proper LSP support for C# or even for other community languages like Rust. :akko_shrug:
 

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